For backwards compatibility the usual safezone damage types are supported, as well several fancy damage types that appeared recently. The translation table is this (delay is calculated using the above formulae):

TYPE

DAMAGE

STAMINA DAMAGE

CORE-RANGE (m)

min. DELAY (s)

sword

15

0

1.5

0.50

punch

5

3

1.0

0.17

kick

7

3

1.2

0.24

dagger

10

0

1.0

0.34

axe

18

0

1.5

0.60

blunt

18

0

1.5

0.60

great

18

0

1.5

0.60

longsword

15

0

2.0

0.50

2hsword

15

0

1.5

0.50

2haxe

18

0

1.5

0.60

maul

15

0

2.5

0.50

staff

15

0

2.5

0.50

hammer

25

0

1.7

0.84

2hhammer

25

0

1.7

0.84

goad

15

0

2.0

0.50

spear

15

0

3.0

0.50

arrow

15

0

0.90

arrow~splash

15

0

0.90

arrow~direct

15

0

0.90

larrow

15

0

0.90

larrow~direct

15

0

0.90

larrow~splash

15

0

0.90

bullet

15

0

0.90

bolt

20

0

1.20

bolt~splash

20

0

1.20

bolt~direct

20

0

1.20

hbolt

20

0

1.20

hbolt~direct

20

0

1.20

hbolt~splash

20

0

1.20

thrown~dagger

12

0

0.72

bola

20

0

1.20

siege

40

0

2.40

poison

10

0

0.60

fire

10

0

0.60

trap

8

0

0.48

If you want to make a weapon with an individual character, do this by adjusting these values by yourself.

For helmets use the command:

helmet,OWNER_NAME,OWNER_NAMEhelmet|XX,OWNER_NAME,OWNER_NAME

where OWNER_NAME is the name of the owner and XX is a number between 1 and 80 indicating the strength of the helmet.Note: the stronger the helmet, the smaller will be the visible area on your screen!

For armor use the command:

amor,OWNER_NAME,OWNER_NAMEarmor|XX,OWNER_NAME,OWNER_NAME

where OWNER_NAME is the name of the owner and XX is a number between 1 and 80 indicating the strength of the armor.Note: the stronger the armor, the more stamina you will need when running!

For shielding/blocking use the command:

shield|XX,OWNER_NAME,OWNER_NAME

where OWNER_NAME is the name of the owner and XX is a number between 1 and 80 indicating the strength of the shielding/blocking.Note: the stronger the shielding, the more stamina will be used!Note: any weapon can be set up as shielding/blocking device, for example a sword

Only one helmet and one piece of armor can be attached at a time. Helmets decrease the damage delivered on head hits, armor decreases the damage delivered on the upper body. There can be multiple shields/blocking devices, but only the strongest will be active.

Q: So, you don't restrict the damage values. Does that mean I can build a sword with really really high damage?

A: Yes, you can do that. You won't be able to create a super-weapon, though, because your weapon will be slow then. Actually it is good to build weapon which do high damage, because the overall effect will that combat as whole becomes slower and therefore fighters with good technique get more advantages.

Q: Can I make a sword which has a range of 10 m?

A: There is a hard cutoff at 5.5 m for any weapon. You can build weapons with high range, but remember: the higher the range, the smaller the opening angle and the more difficult will aiming be. Make sure that the parameters of your weapon suit its design.

Q: Other meters/protocols only specify a maximum range for each weapon type. Now, what are these core ranges you introduced?